|Commander / EDH||Legal|
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|Commander 2017 (C17)||Common|
|Duel Decks: Mind vs Might (DDS)||Common|
|Commander 2016 (C16)||Common|
|Eternal Masters (EMA)||Common|
|Commander 2015 (C15)||Common|
|Fate Reforged (FRF)||Basic land|
|Khans of Tarkir (KTK)||Common|
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Swiftwater Cliffs enters the battlefield tapped.
When Swiftwater Cliffs enters the battlefield, you gain 1 life.
: Add or to your mana pool.
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Swiftwater Cliffs Discussion
2 weeks ago
As someone who is very budget focused myself, I agree that Snapcaster Mage is probably out of the question unless you really, REALLY want to make this deck super competitive.
I think Young Pyromancer is a better choice than Flameblade Adept for sure, probably Monastery Swiftspear as well. Making tokens that stay until they die is just better than temporarily buffing a hasty creature. The buffs wear off, the tokens stay, and are much more versatile. If you were playing burn the earlier damage and haste would be better, but where you're already playing the long game you'll just get more value from tokens.
As for lands... Shivan Reef is by far the best budget option (a point or two of damage for color fixing until you draw into the appropriate basics is no big deal compared to failing to find mana you need for a counter), with Swiftwater Cliffs being even cheaper. If you were slightly less budget Spirebluff Canal or Sulfur Falls may work as well. Possibly even Temple of Epiphany for the added scry, though lands that always play tapped are usually a bad idea in my experience.
3 weeks ago
Alright! Hi! Since this is your first EDH deck I'll start with a lot of basic/staple things to get you up to speed :)
First, welcome to the best magic format! If you haven't already, check out the rules website here.
Back? Alright! We need to get you up to 100 cards my friend! Let's start with your lands.
For any average EDH deck, you need 35-38 lands. This depends on a great many things(like curve, strategy, ramp, card draw, ect) but something in that range is what you should shoot for.
Going all basics is very risky because there's no guarantee you can get all three colors on turn 4. It's also hard to cast stuff with double or triple colors in their mana costs. So here are a bunch of $5 and under suggestions to get you up to ~37 lands. I like to do things in cycles, so I have the same amount of each color available.
Extra mana: Temple of the False God
So those are all a bunch of relatively budget options you can use. I usually keep all of those the same and change the number of each basic land to match the color ratio of the deck.
Next I want to talk about ramp. Any EDH deck should have about 8-10. You don't have green so most of it will be artifact ramp. Your commander has a CMC of 4 so it's important to use 2 cost artifact ramp to get her out on turn 3.
Sol Ring goes in pretty much every EDH deck. If you think you'll be playing EDH for a while I'd buy at least 5 haha
That'll give you a solid playable mana base, whith with you can do anything with the rest of the deck and still play normally. You could even change commanders if you want!
For the rest, I'll turn to the pros: This is the Command Zone Episode 151 where they talk about their template and how much ramp, lands, board wipes, spot removal, card draw, creatures, etc etc etc you should have in your average deck. Definitely watch it all but here's a summery I found in the comments:
Mana Ramp - 10Card Draw - 10Single Target Removal - 5Board Wipes - 5
Standalone - a card that works on it's own or in concert with your commander. (25)Enhancer - a card that either amplifies or is amplified by your commander, standalone cards or other enhancers. (10-12)Enabler - a card that covers a weakness or a fills a gap in your strategy. (7-8)
Then head over to EDHREC and pick out cards that interest you!
One last peice of advice, don't go and buy all this shit yet. Wait a while, craft the deck, continue getting advice on it, then buy the cards you know you want. Don't be like me and but 200 cards for a 100 card deck haha
3 weeks ago
Looking at it, you may want to add in a little more support for blue. It would not hurt to power the blue a little more with cards like Swiftwater Cliffs, Highland Lake or Izzet Boilerworks. It would certainly open up more options for defending an enchantment from being Cancelled or Negated when running against blue as you could add in your own counters, and it can also save your strategy from being boardwiped by cards like Merciless Eviction and others. In addition to adding protection to your enchantment that is crucial to your strategy, it can open up new avenues of hurt in the form of cards that bounce attackers that can be used in to take out your Krenko, Mob Boss by using Prey Upon, Rabid Bite or Pounce. The overall concept is an awesome strategy and I'll probably build myself a deck to spam infinte goblins, but in going mono red and relying on two evolving wilds and a good draw to kick off your combo, you're leaving yourself open on a lot of fronts and for a lot of things to go wrong.
4 weeks ago
My first question in an effort to help would be:What is your budget?Because that will drastically change what cards can be included in your deck.You are knew, so you probably don't want to spend all that much...but I assume nothing.Personally I like the challenge of a dirt cheap deck and work towards a cap of$25 USD.However most people in the MTG community consider anything below $100 "budget".
My second question is what do you want the deck to "do".Some decks work off of a specific card combo or mechanic - yours does not - which is fineBut you can still be more specific than red/blue pirates
Red can involve aggressive creatures, handy buffs or burn damageBlue can work around countering, bouncing, pacifying, tapping. and those are just forms of control.
Looking at your deck, you have a large number of cards getting you treasure-mana, but not a whole lot that uses all of that mana.
3 mana is not worth having +2/+1 in my opinion. Probably don't bother with an equipment and go for an enchantment. or a buff instantthey are obviously less permanent and flexible, but they will do more damage/ give more power.
lastly I would suggest that you look for some blue instants. Because you don't have any really.Depending on what you want to do, either go for something like Claustrophobia so that you have a way of dealing with an opponent's 10/10, because your deck currently cant handle big creatures.
or go for a counter card. I know you have the siren for countering, but it can be targeted and killed. Counter-instants are a lot harder to deal with.
Keep in mind that I have a specific style of deck that I usually default toI tend to build aggressive decks.You may not want something of this style.That is something you will discover as you get more into mtg.
1 month ago
You're basically playing U/R Delver. Cut your creatures down to:
Then, switch a few of your spells around:
You also won't need so many lands. The ones you have are also kind of a problem because a lot of them always come into play tapped. Modern tends to have fewer turns than other formats, so you having lands that can never enter play untapped will lose you a lot of games. Any lands that do enter the battlefield tapped need to do something really good to warrant this. Therefore, I'd change:
-4x Swiftwater Cliffs
-4x Izzet Boilerworks
-0-1x Halimar Depths
+4x Wandering Fumarole OR Sulfur Falls OR Steam Vents OR Shivan Reef OR Spirebluff Canal
+1x Desolate Lighthouse
+1-2x Island (depending on if you cut Halimar Depths)
You have more blue cards than red in your deck, so you'll want to play more blue lands than red ones if you can't get a hold on any dual lands.
You may find Turn / Burn to be a bit heavy on the mana requirement. Consider replacing these with low-cost counter cards, such as Dispel, Negate, Spell Snare, Spell Pierce, Squelch, Chart a Course, or Remand. If you do cut Turn / Burn for one of these other cards, remember to cut another Mountain or two and replace them with Islands. Otherwise, you'll have too many games where you can't cast anything despite having 90,2183,989 bajillionzillion lands in play.
Lastly, you'll need a sideboard. These are the cards that are useful for your deck, but only against specific kinds of threats. You're allowed to swap cards in and out of your deck between games after the first in a match (tournaments are best 2-out-of-3).
An example sideboard would look like:
2x Mizzium Meddler (for Boggles)
1x Counterflux (stops control and midrange)
1x AEtherize (you'll want these against aggro decks and tokens)
These four just get moved to your sideboard from your main since you only want them in specific situations2x Abrade (vs. Affinity)
3x Ceremonious Rejection (vs. Tron, Affinity, and Eldrazi)
1x Dispel (vs. Burn and control decks)
1x Magma Spray (stops Kitchen Finks and Dredge)
3x Tormod's Crypt/Relic of Progenitus/Grafdigger's Cage (you bring these in against any graveyard bullshit shenanigans)
2x Spell Pierce
(These last three are for beating Control, Combo, and Midrange decks, along with Burn)
From here, you should have a decent deck to take to your local shop to play with, but there's still some things you'll need:
- Serum Visions is beast mode in Delver because it's one of the most consistent ways to flip Delver of Secrets Flip in Modern. They're a 4-of, but fluctuate between $2 and $8, depending on the market. They're pretty cheap right now due to being reprinted in Eternal Masters, but they've definitely been higher. You should be playing these over Peek and if they're within your budget right now, go get them.
- Snapcaster Mage is a card that cranks up the power level of your deck. End of your opponent's turn Lightning Bolt -> Snapcaster Mage -> Lightning Bolt -> untap -> attack has ended a lot of games in Modern.
- Scalding Tarn + Steam Vents will fix almost all of your mana problems. You can play off-color fetchlands as long as they're blue and you have Steam Vents (such as Flooded Strand). Not only can you save on your life total by fetching up basic lands, this also opens up the option for a 3rd. color or maindeck Blood Moons. Fetch lands also act as fuel for Grim Lavamancers and Jace, Vryn's Prodigy Flip.
- Speaking of which, Jace, Vryn's Prodigy Flip functions as the 5th. through 8th. copies of Snapcaster Mage. He can also be somewhat of a "budget" option, although he works best when you're playing both cards.
- Sword of Fire and Ice and the other swords in the cycle can go a long way. An Insectile Aberration is nothing to fuck around with. An Insectile Aberration with +2/+2 and protection from 2 different colors will end the game.
- You'll also want Remands (likely 2 or more) at some point, but it's not high on the priority of cards to get. They act like Time Walks when your opponent taps out to play something and misses a land drop. This buys you time to lay down the beats with your small critters.
- Ancestral Vision is also a solid pick. You're looking to stall the game out long enough to kill your opponent with 3/2s and 1/1s, why not refill your hand halfway through the game?
Hope this helps! I'm sure I'm missing something that experienced Delver players can recommend.
1 month ago
Angrath, Minotaur Pirate, is not a legal commander because it is not a creature. Only Planeswalkers which specifically delineate that they can be used as a commander (example: Teferi, Temporal Archmage), or when they start as a creature (example: Jace, Vryn's Prodigy Flip).
Another rule of commander is that all cards in the deck must exclusively fall within your commander's colour identity. Colour identity includes both the colorus to cast the spell, and all mana symbols in the text box. Even assuming arguendo your commander is legal (though it is not, as established herein), its colour identity would be Red and Black. Thus, you can only play cards with Red or Black colour identities.
I am well aware Boros Reckoner can either be red or white. Its colour identity is both Red and White--as such, it would be illegal with a Rakdos commander.
The following cards, would also fall outside Rakdos' colours, and thus would not be permissible:
- Admiral Beckett Brass
- Daring Saboteur
- Deadeye Plunderers
- Hostage Taker
- Sailor of Means
- Siren Stormtamer
- Skyship Plunderer
- Storm Fleet Aerialist
- Storm Fleet Sprinter
- Dimir Charm
- Grixis Charm
- Izzet Charm
- Pit Fight
You also cannot use any lands which have non-Red/Black symbols in their rules texts. Vivid Creek, Island, Dimir Aqueduct, Dismal Backwater, Swiftwater Cliffs, and Izzet Boilerworks are all no-goes. The same is true of artifacts, so Dimir Signet, Izzet Signet, and Sky Diamond cannot be used. While Fellwar Stone can produce non-Red/Black mana, because it does not have mana symbols in it, its colour identity is colourless, and can thus be used in any deck.
I think that covers everything. There might be more that I missed. I hope this proves helpful.
1 month ago
Remove Sphinx of Magosi, 3 Shock, Chain Reaction, and a few basic lands to reduce it down to 23 lands. There are a bunch of cards that you could upgrade. Taking out 3 Lightning Strike and adding in 3 Lightning Bolt would be a start. Swiftwater Cliffs are tap lands, you should remove those and add in some Sulfur Falls or Shivan Reef or Spirebluff Canal. Ideally, you would add in 4 of each of those dual lands. I would get rid of your creatures except for Thing in the Ice Flip and max out that to 4 cards. Hope this helps!